Medieval Mode
| “ | Team Fortress creator Robin Walker recently watched The Terminator, and so demanded that weapons could not be brought back in time. That's right: it's melee-only! Against Robin's strenuous wishes, however, clothing can go back in time, which is one way that Medieval Mode is different from The Terminator.
— TF2 Team, Australian Christmas
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Medieval Mode is a game mode added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 Patch.
The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons as well as other medieval-era weapons. Aside from this restriction, the goal of the game mode is the same as that of an Attack/Defend Control Point game, in that there are a number of control points which the attacking team must capture and the defending team must defend.
Contents
Gameplay mechanics
- Players drop small health kits and weapons upon death.
- The Scout's Candy Cane melee weapon drops a secondary health kit in addition to the one dropped normally.
- Using the Übersaw does not build the Medic's ÜberCharge meter.
- Players are restricted to melee weapons, with a set of exceptions based on graphical style and vitality to the class' mechanics.
- Third-person mode can be enabled without use of
sv_cheatsby using the commandtf_medieval_thirdperson 1.- This form of third person is different from others, placing one's crosshair over their shoulder instead of above their head.
Allowed weapons
- All melee weapons are allowed, but aside from those, players may use the following:
| Medieval weapons whitelist | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Secondary | ||||||||||
| Bonk! Atomic Punch† | Crit-a-Cola | Mad Milk | Flying Guillotine | Mutated Milk | ||||||
| Secondary | ||||||||||
| Buff Banner† | Gunboats | Battalion's Backup | Concheror | Mantreads | B.A.S.E. Jumper | |||||
| Primary | ||||||||||
| Ali Baba's Wee Booties | Bootlegger | B.A.S.E. Jumper | ||||||||
| Secondary | ||||||||||
| Chargin' Targe† | Splendid Screen | Tide Turner | ||||||||
| Secondary | ||||||||||
| Sandvich† | Dalokohs Bar | Buffalo Steak Sandvich | Fishcake | Robo-Sandvich | Second Banana | |||||
| Primary | ||||||||||
| Crusader's Crossbow† | ||||||||||
| Primary | ||||||||||
| Huntsman† | Fortified Compound | |||||||||
| Secondary | ||||||||||
| Razorback | Darwin's Danger Shield | Cozy Camper | ||||||||
| PDA | ||||||||||
| Disguise Kit | ||||||||||
| PDA 2 | ||||||||||
| Invis Watch | Cloak and Dagger | Dead Ringer | Enthusiast's Timepiece | Quäckenbirdt | ||||||
| Note |
† Includes Festive variants. | |||||||||
Maps
Medieval Mode is enabled for all maps with a tf_logic_medieval entity and can be enabled for any other map by setting the server variable tf_medieval to 1.
Community maps are identified with an italic font.
| Name | Picture | File name |
|---|---|---|
| Burghausen | cp_burghausen
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| DeGroot Keep | cp_degrootkeep
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| Sandcastle | cp_degrootkeep_rats
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Strategy
Chat parser
When playing on Medieval maps, an "auto-roleplay" parser modifies all text chat between players to look like Ye Olde English by randomly applying the following rules.
Word replacement
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Punctuation
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Insults
| Original text | Replacement |
|---|---|
| idiot | <adjective>, <adjective> <noun> |
| fool | |
| bastard |
| Adjectives | |||
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| Nouns | |||
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Classes
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Added to beginning of chat messages
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| Gods | |||
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| God adjectives | |||
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| Body parts | |||
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| Body part adjectives | |||
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Added to end of chat messages
- Anon!
- Hum.
- Good sir!
- Good sire!
- Milady!
- My Liege!
- Guvnor!
Notes
- Server operators can disable this behavior by setting the server variable
tf_medieval_autorpto0. - Text beginning with
!or/is ignored to avoid modifying SourceMod commands. - The rules for chat modification are defined in the
autorp.txtfile. - Unlike most of the text in Team Fortress 2, the chat parser has not been translated into languages other than English.
Update history
- Added Medieval Mode to the game.
- Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified).
- [Undocumented] Fixed players getting set bonuses applied on Medieval maps for items that are not allowed in Medieval mode. This is presumably a side-effect of the item_whitelist set bonus fix.
- Added Concheror and Fishcake to the list of weapons allowed in Medieval mode.
- Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode.
- [Undocumented] Added Bootlegger to the whitelist for Medieval mode.
- Updated Cozy Camper to allow it to be used in Medieval Mode.
- Flying Guillotine is now available in Medieval mode.
- Added Robo-Sandvich, Festive Sandvich, Festive Buff Banner, and Festive Huntsman to the list of items allowed in Medieval mode.
- Fixed not being able to use Festive Crusader's Crossbow in Medieval mode.
- Gunboats are now available in Medieval mode.
- Updated the Quickplay category for Alternative game modes to include Medieval maps.
- Fixed Medieval Mode Auto-RP not matching lowercase input unless it begins with an 'a'
Bugs
- If one forces a map change from Medieval Mode with the "
map <mapname>" console command, players remain in Medieval Mode after the map changes even if the new map does not have Medieval Mode on by default.
Trivia
- In the release page, the presence of Team Fortress 2 characters in a medieval setting is explained by stating the Soldier "[Simply] angered a magician." This is a play on the familiar trope "A wizard did it", which is commonly used by authors to wave away any plot holes found by their most detail oriented fans.
- It was later revealed in the Very Scary Halloween Special that the magician in question is Merasmus the Magician, the RED Soldier's roommate.
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